[Adventure]Curious & Curiouser (Judge: Stonegod)

Rikka shifted back into her elven form- with her feral look and sharp teeth, she had been mistaken for a razorclaw shifter herself many times. She gestured sharply with her totem, and a swirling blast of ice-cold air damped one of the smaller fires. She bowed respectfully to the old shifter woman. "We have traveled far, to deal with creatures such as these. The whisper of the wind spirits, and the light of the moons, they have guided us on the path. And we came to the aid of your folk without thought of reward- the spirits would be saddened if we were forced to be foes."

OOC: Nature 1d20+17= 26; roll Roll Lookup
>We should be able to handle this, but if you don't have a high skill stay with secondaries/Aid Another- we only have two failures available
 

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Braddock bows deep, "Greatmother, we travel here to solve this strife. We knew not of your troubles till walkin' on the scene, but clearly we were sent to help. Aye, we be of different culture from ye, but look at what we accomplished together. Does not the synergy of Balinor and the Devourer complete the cycle of life. Without both influences, nature is unbalanced. We (indicating his comrades) may be that missing aspect to bring peace to your people."

[sblock=religion 24] 1d20+11 → [13,11] = (24) Roll Lookup Tried to cover the bases with the good/nature and the bad/nature aspects there :)[/sblock]
 

"You don't have to worry about us threatening you. Your fight with the wolves will attract The Flamists and while you could kill us, you would be weakened by it. Instead allow us to help you. If no bandits attack the merchants again, there is no reason more attention will be called to you secret. We're here to help. You are proud people, like mine, but we're dying out because of it. Don't let it happen to you."

Insight (1d20+12=23) - +2 next primary check
 

Skill Challenge: Round 2
[sblock=Previous Rounds]Round 1 [/sblock]
Muzdum's system, saturated by alcohol, is more than a weak disease can handle. The dwarf shakes off the effects of the bites in a blink. "Hey!" scowls the dwarf. "We just saved yer ass here, remember WHO killed that wolf-chick who was kicking this big guy's butt! I could also help ye curing those wounded. Like that guy, he could use some cold compresses." (SUCCESS - Heal; Improve and cured of Moon Fever)

Quan thinks for but a brief moment suggests The other tribe is still out there even if they were driven off for now. Your struggle is not with us, for we claim no territory. (SUCCESS – Nature)

Rikka shifted back into her elven form- with her feral look and sharp teeth, she had been mistaken for a razorclaw shifter herself many times. She gestured sharply with her totem, and a swirling blast of ice-cold air damped one of the smaller fires. She bowed respectfully to the old shifter woman. "We have traveled far, to deal with creatures such as these. The whisper of the wind spirits, and the light of the moons, they have guided us on the path. And we came to the aid of your folk without thought of reward- the spirits would be saddened if we were forced to be foes." (SUCCESS – Nature)

Braddock bows deep, "Greatmother, we travel here to solve this strife. We knew not of your troubles till walkin' on the scene, but clearly we were sent to help. Aye, we be of different culture from ye, but look at what we accomplished together. Does not the synergy of Balinor and the Devourer complete the cycle of life. Without both influences, nature is unbalanced. We (indicating his comrades) may be that missing aspect to bring peace to your people." (SUCCESS – Religion)

"You don't have to worry about us threatening you. Your fight with the wolves will attract The Flamists and while you could kill us, you would be weakened by it. Instead allow us to help you. If no bandits attack the merchants again, there is no reason more attention will be called to you secret. We're here to help. You are proud people, like mine, but we're dying out because of it. Don't let it happen to you." (Insight - +2 to next primary skill check)

Grandmother smiles and purrs with zeal. Turning toward the wereboar she speaks softly, almost a whisper, ”These may yet be the ones. We may yet be free of Y’slaandria’s power.” Turning back to the party she says louder, ”Pray continue, Defenders of Hearthhome.”

Totoruan stands protectively at Grandmother’s side, arms crossed on his chest.

Most of the villager’s work on putting the flames out, but steal curious glances towards your party. The village hunters encircling your group stops their advance but grip their weapons.

You and your allies can feel the tensions in the air begin to ease, making way for a time of mourning.
[sblock=Skill Challenge]*GOAL: You are trying to convince the shifter Grandmother – obviously the village Matriarch - why her warriors shouldn’t kill your party.

*Complexity: 2 (6 successes before 2 failures)
Status: Successes: 4
Failures: 0

*DC: All DCs are listed below. All DCs for skills not listed are considered hard (DC 23).

*Skills: You can use a skill not listed below, only if you can explain it reasonably. Any explanation I feel doesn’t correspond with the given skill, I will impose a -2 penalty to it.

*Rules: The same rules apply for skill challenges as apply for encounters (48-hour rule, etc).

*Repeating the Same Skills: Any character repeating the same skill check in two successive rounds will impose a -2 cumulative penalty to the triggering roll (i.e. -2 for second check, -4 for third check, etc.)

*Critical Success: A natural 20 counts as 2 successes OR 1 success and remove 1 failure.

*Critical Failure: A Natural 1 automatically counts as 1 Failure, regardless of any modifiers.

*Aid Another: You can roll to aid another PC. Using the compendium rules, a roll of 10+1/2 the rolling PC’s level or higher grants a +2 to that player’s skill check, while a failure grants a -1 penalty to that player’s skill check. A successful aid another roll does not count towards the total number of successes.

[sblock=*Primary Skills][sblock=Bluff (DC 23)]You try to use beguiling words in order to convince the ancient Matriarch to spare you and your allies. A success counts towards the Skill Challenge.[/sblock]
[sblock=Diplomacy (DC 15)]Choosing courtly manners and kind words, you try to convince the ancient shifter of your innocence and integrity. A success counts towards the Skill Challenge.[/sblock]
[sblock=Intimidate (DC 23)]You quietly proclaim swift vengeance against any who threaten you or your allies. A success counts towards the Skill Challenge. Failure imposes a -2 penalty to the next skill roll the failing PC makes.[/sblock]
[sblock=Nature (DC 15)]You are attuned to nature, immersed in the flowing cycle of life. You draw upon your experiences with the wild to bear, seeking to influence the Shifter Matriarch. [/sblock]
[sblock=Religion (DC 15)]You draw upon your knowledge of the Divine Realms in order to gain insight onto how to convince the matriarch your worthiness.[/sblock][/sblock]

[sblock=*Secondary Skills][sblock=Arcana (DC 15)]You magically enhance yourself, seeming larger than life to these rural villagers. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]
[sblock=Heal (DC 15)]You offer to help any injured, staunching the flow of blood, mending sore muscles, setting broken bones. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]
[sblock=History (DC 23)]You try to recall any passages you’ve read in order to help your current situation. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]
[sblock=Insight (DC 15)]You try to read subtle stances, gestures and similar body language in order to see how to persuade the Shifter Matriarch not to bring harm against you and your allies. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]
[sblock=Perception (DC 23)]You look for any clues on the bodies nearby, linking them to the threat of the wererats, the werebats, or the rumors of bandits waylaying innocent travelers. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock][/sblock][/sblock]
[sblock=Map] [FONT=&quot][/FONT]

Illumination: Daylight
Trees: blocking terrain (center square only)
Rocks: blocking terrain; 4-feet tall
Water: 5-feet deep; difficult terrain
Camp fire (L9, AA10, AH9): hindering terrain: any creature entering the square occupying the camp fire takes 3 fire damage.
Tents & Huts: 8-feet tall; blocking terrain; provides total cover if hiding behind
I1:L4: not on fire
J11:K12: fully inflamed
N7:O8: partially on fire; mostly on fire ; fully inflamed; partially on fire
V3:Y7: partially on fire ; mostly on fire
X11:Y12: partially on fire; mostly on fire ; fully inflamed ; mostly on fire
AB7:AC8: partially on fire; mostly on fire ; fully inflamed ; partially on fire
AF11:AG12: partially on fire; mostly on fire ; fully inflamed ; partially on fire
AJ7:AK8: fully inflamed ; partially on fire
Any creature that starts its turn adjacent to a flaming section of a hut takes 5 fire damage. If nothing is done to prevent the fires from spreading, the fire will continue to spread at the rate of one square every other round. It takes a standard action to stop the flames and a standard AND a minor to put out one square. Any attempts to put out the fires must be made while adjacent to the inflamed hut.
[/sblock]
[sblock=Stats]Totoruan, Wereboar Leader
[sblock=Picture]
mipf0.jpg
[/sblock]

Grandmother, Shifter Matriarch
[sblock=Picture] [/sblock]


Braddock: 39/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status:
Quan: 32 /42 hp; HS 7/7; AP 1; Second Wind; Elven Accuracy ; Status:
Orsik: 45/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance ; Rune of Mending [1] , [2]; Status:
Muzdum: 42/62; HS 11/12; AP 1 ; Dwarven Resilience; Status: contracted Moon Frenzy; ONGOING 5 damage (save ends)
Rikka: 50/50 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy ; Status:[/sblock]
GM: Summary:
Braddock: SUCCESS - Religion
Quan: SUCCESS - Nature
Orsik: SUCCESS (Secondary) - +2 to next primary check
Rikka: SUCCESS - Nature
Muzdum: cured of Moon Fever; SUCCESS - Heal
 

Rikka purred softly, a noise far more suited to her normal leopard form than her current elven shape. "My home village, which I left many years ago, was a settlement of elves and of shifters, and I have studied with the druids of the Eldeen Reaches. I would seek to quiet the spirits of your lost ones, and bring the vengeance of the forest upon your enemies- who I believe are our enemies as well. I am a hunter, armed with nature's fury- dark creatures like them are my prey." While she did not raise her voice, her words seemed to carry an almost palpable force, and as she spoke, the winds continued to swirl around her- the overall effect was rather eerie...

[sblock= OOC]
>Skill challenge round 2; Nature again (DC +2= 17); 1d20+17= 32 (success); roll Roll Lookup

[/sblock]
 

"Oi! Ain't ya listenin' to me?! Stiff up those ears of ye old crane! We're here to kill werewolves, so don't try to stop us, or I'll kill ye just as quickly as I did with those enemies of ye! Pitiful peasants! I'll kill you so fast you'll be with whatever stupid god ye worship before even touchin' the ground! If ye think I care fer yer pathetic lives, think again!! The dwarf threatens. More than one of the hunters feel their legs shaking before the image of the berserker killing machine.
 
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Easy, [MENTION=51271]Voda Vosa[/MENTION], we're not trying to challenge these people :)

Orsik monitors closely body language of gathered shifters and tries to smooth any ruffled feathers and finish this talk as soon as possible. They needed protection, his group needed information. Their reaction was strange, but, coming from clashing cultures, two ways of life of the same people, he understood.

"Do not worry, mother, we won't attack unless provoked. But you really didn't show much in way of hospitality. Give us little room and information we seek and we'll be on our way. Mourn those that passed away and rejoice in the death of the demoness."
 
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Skill Challenge: SUCCESSFUL!

Rikka purred softly, a noise far more suited to her normal leopard form than her current elven shape. "My home village, which I left many years ago, was a settlement of elves and of shifters, and I have studied with the druids of the Eldeen Reaches. I would seek to quiet the spirits of your lost ones, and bring the vengeance of the forest upon your enemies- who I believe are our enemies as well. I am a hunter, armed with nature's fury- dark creatures like them are my prey." While she did not raise her voice, her words seemed to carry an almost palpable force, and as she spoke, the winds continued to swirl around her- the overall effect was rather eerie... (SUCCESS – Nature DC+2)

"Oi! Ain't ya listenin' to me?! Stiff up those ears of ye old crane! We're here to kill werewolves, so don't try to stop us, or I'll kill ye just as quickly as I did with those enemies of ye! Pitiful peasants! I'll kill you so fast you'll be with whatever stupid god ye worship before even touchin' the ground! If ye think I care fer yer pathetic lives, think again!! The dwarf threatens. More than one of the hunters feel their legs shaking before the image of the berserker killing machine. (CRITICAL SUCCESS – Intimidate)

Orsik monitors closely body language of gathered shifters and tries to smooth any ruffled feathers and finish this talk as soon as possible. They needed protection, his group needed information. Their reaction was strange, but, coming from clashing cultures, two ways of life of the same people, he understood. "Do not worry, mother, we won't attack unless provoked. But you really didn't show much in way of hospitality. Give us little room and information we seek and we'll be on our way. Mourn those that passed away and rejoice in the death of the demoness." (Secondary – Insight)

The Shifter Matriarch seems pleased – even with Muzdum’s brazen words. ”By honest words and valor of arms, you are now accepted as one with Hearthhome. Be at ease for your stay here. We shall speak more tonight, once these brave spirits are sent skyward.” She then shuffles away and begins to lend her strength to those mourning their loss; a hug here, a kind word there.

Totoruan shifts back to his humanoid form, and addresses the party. ”As full members of this tribe, any help would be appreciated. Many a brave defender of Hearthhome hath fallen today. Tonight, a feast shall be enjoyed by all here, to toast those spirits no longer here and to send their souls flying. I must go and help collect the dead.” He too, ambles away, the last of his wounds healing in the mid-morning sunlight.

Throughout the rest of the day, villagers as well as Totoruan and the matriarch gather those who have fallen – even the werewolves – and place them on a large funeral pyre that was constructed at the river’s edge. Mournful cries and heartfelt wails pierce the air as those who lost loved ones can begin their mourning rituals. As dusk approaches, everyone gathers as Totoruan lights the pyre. Grandmother leads all the villagers in a chant, it’s words unknown to even the studious Braddock and Orsik.

The villagers begin to drift away in groups of twos and threes back to their own huts, to consume their meals and speak of glad memories of those who were lost. You and your allies are invited to join the leader’s campfire.

Grandmother begins to speak, ”In time before time, when our ancestor’s ancestors were still scratching out a meager existence, there was a legend of dark Y’slaandria. Back then, this great forest extended for miles upon miles in all directions, and the fey creatures that resided within were its lords and ladies. Y’slaandria was one such lady. It was said that she was different from her people. Somewhere in her travels she was touched by The Fury. She began to strike at the weak, create chaos at her every whim, thus breaking her compact with the forest spirits. It was then that the eladrin leaders confronted her and when all other options failed, were forced to imprison her. Recently, stories have surfaced of her influence over those creatures within the confines of this forest with darkness within their hearts. She lures those of weak wills to become her slaves, to do her bidding until such a day that she can escape her prison. I feel that that time is fast approaching.”

She continues, ”Legends spoken by this tribe’s elders say that one day, a group of valiant creatures will arrive to take down Y’slaandria and return light to our fair forest. I believe that this group sits now before me, you and your allies. You are now Defenders of Hearthhome and as such, are now tasked with taking this ages-old battle to Y’slaandria and her minions, for she is the cause of all evil that flows from this forest. You shall leave here on the morrow and with our help, you will be led to a dark place, a place that is forbidden to us; a place where things aren’t as they seem. Taboo.”

Totoruan now speaks, ”I can only send a small group of hunters to lead you to the forbidden grove. Without their help, you would not be able to find it, even the elf-druidess, strong in the ways of Nature as she is. It will be a journey of many days, as none can reside near the grove without feeling Y’slaandria’s foul taint. Sleep and rest well brave adventurers, for your journey begins on the morrow.”
GM: You are able to take an extended rest. The villagers can supply your group with foodstuff and any mundane items. They have no magical items or potions.

[sblock=Experience] Skill Challenge - SUCCESS
*Complexity: 2 (6 successes before 2 failures)
Status: Successes: 7
Failures: 0
600XP Level 7 skill challenge – complexity 2
1200XP doubled
240XP each

Braddock: 7944*+760(Village Attack)+240(skill challenge)=8944XP
Quan: 6059*+760(Village Attack)+240(skill challenge)= 7059 XP
Orsik: 11646*+760(Village Attack)+240(skill challenge)=12756 XP
Rikka: 11747*+760(Village Attack)+240(skill challenge)=12747 XP
Muzdum: 10756*+760(Village Attack)+240(skill challenge)=11756 XP

*NOTE: XP totals taken from your wiki pages.
[sblock=Time XP/gp] None awarded at this time.[/sblock][/sblock]
[sblock=Map]

Illumination: Daylight
Trees: blocking terrain (center square only)
Rocks: blocking terrain; 4-feet tall
Water: 5-feet deep; difficult terrain
Camp fire (L9, AA10, AH9): hindering terrain: any creature entering the square occupying the camp fire takes 3 fire damage.
Tents & Huts: 8-feet tall; blocking terrain; provides total cover if hiding behind
I1:L4: not on fire
J11:K12: not on fire
N7:O8: not on fire
V3:Y7: not on fire
X11:Y12: not on fire
AB7:AC8: not on fire
AF11:AG12: not on fire
AJ7:AK8: not on fire[/sblock]
[sblock=Stats]Totoruan, Wereboar Leader
[sblock=Picture]
mipf0.jpg
[/sblock]

Grandmother, Shifter Matriarch
[sblock=Picture] [/sblock]


Braddock: 52/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status:
Quan: 42 /42 hp; HS 7/7; AP 1; Second Wind; Elven Accuracy ; Status:
Orsik: 53/53 hp; HS 10/10; AP 1; Second Wind; Stone’s Endurance; Rune of Mending [1] , [2]; Status:
Muzdum: 62/62; HS 11/12; AP 1; Dwarven Resilience; Status:
Rikka: 50/50 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy; Status:[/sblock]
GM: Summary:
Braddock: -
Quan: -
Orsik: -
Rikka: -
Muzdum: -
 

The day’s dawning sees the heroes gathered before the Grandmother and Totoruan, the villagers standing in solemn silence. The matriarch steps forward, ”Go now and begin the cleansing of our forest. Strike swiftly at the heart of Y’slaandria, and our forest can shine once again.”

”My brave hunters shall lead you to the Taboo Grove. Once there, all but one shall return and let us know how you fare. Be brave Defenders of Hearthhome, and return to us whole.” Totoruan says, grasping each of the hero's forearms in the ways of adventurers.

You begin your travels.
GM: It will take a couple of days to travel to the Taboo Grove. During your travels, you will be given the opportunity to perform an action, each with its own benefit. Please, don’t look at the “Benefits” sblock until you have made your choice. Only choose ONE from the choices below:

[sblock=Actions][sblock=Train the Hunters]You train the shifter hunters in warfare. Over the course of the journey, you work with each shifter increasing their skill in martial mastery.
[sblock=Benefit]The hunters gain 1 level[/sblock][/sblock]
[sblock=Personal Training]You put yourself through the rigors of training, practicing your powers that you know you’ll need in the days to come.
[sblock=Benefit]You gain 1 Action Point. (Note: You can still only spend 1 AP each encounter)[/sblock][/sblock]
[sblock=Tactics Training]You work with the shifter hunters on the tactics of battle, working as a group.
[sblock=Benefit]The hunters gain a +2 power bonus to damage rolls when flanking with any PC or shifter hunter.[/sblock][/sblock]
[sblock=Get to know the Hunters]You become close to the shifter hunters. You learn stories from the tribe, day-to-day life, the traditions and histories of their survival.
[sblock=Benefit]During an encounter, when directing the hunters, you grant an extra action to them (this will be explained later).[/sblock][/sblock]
[sblock=Resting]You take it easy during your travels, conserving energies for the confrontation you know you will be facing in the near future.
[sblock=Benefit]You gain +10 temporary hit points during the next encounter.[/sblock][/sblock]
[sblock=Scouting for the Party]You become familiarized with the surrounding terrain, and can use it to your advantage.
[sblock=Benefit]You gain ONE additional move action during the next encounter, to be used at any time (i.e. Immediate Reaction)[/sblock][/sblock][/sblock]
 

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